Author's Note: Following is a portion of the original readme file included with
Conflict In The Fatherland. The complete file is packaged with your download.

Welcome to 60 New Levels of Absolute Carnage!

Welcome to The Renovation II: Conflict in the Fatherland, the sequel to the reknowned 60-level conversion entitled
The Renovation, released by Apogee Software in the "Wolfenstein Super Upgrade" pack. Each and every level
in Conflict in the Fatherland is hand-crafted by expert level designer Brian "B.J. Blazkowicz" Rowan, a total
Wolfenstein addict for over 4 years now. More attention is paid to graphic appearance and playability than ever
before...these levels are right on par with id Software's original levels. As the designer, I made sure that all
the levels offered a good combination of hard-core, Nazi-blasting action, and suspenseful atmosphere induced by
multiple secret rooms and realistic environments. And it's all backed by an involving storyline.

System Requirements

You will need a 6-episode registered version of Wolfenstein for these levels to work. You can use either v1.4 or v1.2
(also called v1.11). To find out if you have a qualified version, check to make sure your WOLF3D.EXE file date is
6/22/92 or later. The altered graphics file (VSWAP.WL6) works with both versions. Finally, either the commercial
(GT Software, Activision) or Apogee version of the game can be used.

Installation and Game Swapping

Since Conflict in the Fatherland was created before EXE modifications were a viable option, some file swapping needs to
take place in order for the new levels to be playable. This is done automatically by the included batch program,
GAME.BAT. Just unzip the levels pack you downloaded into your Wolfenstein directory, then run GAME.BAT. You will be
given three options: Ready your original Wolf3D levels for play, ready the Conflict in the Fatherland levels, or abort.
When you select Conflict in the Fatherland (by pressing B), the batch will automatically back up your original Wolf3D
levels and graphics. They will be renamed with the .BJ0 extension, and the new files (*.BJ2) will be renamed with the .WL6
extension. The reverse happens when you choose to switch back to your old game files. Of course, you can do all this manually
if you prefer!

Why "BJ2" you ask? My, you are a curious one. Well, Conflict in the Fatherland is the second set of 60 levels I have
distributed. When I distributed the first 60, I called the zipfile BJW60II.ZIP. That mapset was known internally as
"the first B.J. set". Conflict in the Fatherland, therefore, is "the second B.J. set", or BJ2. And yes, BJ3 is in
the works...46 new levels with a brand new EXE, and standalone installation (no file renaming required whatsoever). While
many improvements are being made to the EXE, the fundamentals of the game are still firmly in place, and you'll have no
trouble recognizing anything when you play my next level set, due out before the end of the year. It takes a long time to
design quality levels (Conflict in the Fatherland took almost 2 years off-and-on), but the end result is a truly
beautiful product, with immersive and exciting levels. I hope you'll agree that Conflict in the Fatherland's levels are
examples of the cream of the Wolfenstein crop! But don't let me try to tell you. Fire up the game and go see for yourself!
(And don't cheat! You're just ruining it for yourself if you do.)

WOLFENSTEIN 3-D: Conflict In The Fatherland

EPISODE ONE: Operation Schutzstaffel!

The Story So Far...
You're William J. "B.J." Blazkowicz, the Allies' bad boy of espionage and a terminal action seeker.

Allied intelligence reports that a run-down WWI German castle has taken on a new use. It's now being converted into a training
center for the black-shirted Schutzstaffel, also known as SS — the ruthless "police force" of Nazi-controlled countries.
Knowing the location of such a training center gives the Allies a tremendous chance to gain some ground in the war, and
they're not taking any risks that might lose them that chance — so they're sending you to infiltrate the fortess and
liqudate the trainees and any other Nazis you encounter.

The castle is bound to hold many secret passages and caches of ill-begotten treasure, not to mention a good number of SA, or
Sturmabteilung — the brown-shirted Nazi goon squad. Don't get cocky and start thinking that SS trainees are the only
foes you'll face. There's bound to be some high-ranking Nazi officers there to train them. Along those lines, intelligence
reports that the second-in-command of the SS — Hans Grosse — may be visiting the fortress. If you should encounter him, use
utmost caution in engaging. He is a very dangerous little maniac indeed.

The fortress will be heavily guarded. Himmler's SS are extremely dangerous enemies indeed. They may be accompanied by viscious
guard dogs and their SA buddies, sometimes all at once — be cautious when entering unfamiliar rooms and passageways. Do not
assume secret areas are safe havens. The Nazis are tricky and they may hide where you least expect them: next to doors, in
hidden rooms, and in niches in the walls. The castle is old and its architecture is filled with such opportunities for your
foes, who, unlike you, know the layout of the castle. Essentially, they have the upper hand in both manpower and knowledge of
the battlefield. But you, B.J., have the upper hand in brains, cunning, and killer instinctiveness. Which, I admit, would be
an insult to anyone else, but....we all know you, Blazkowicz.

One last note: you may find various opportunities to "bug out", as they say in the air force — in essence, to escape the castle
and return home. You may seize these opportunities if you choose, or, if your curiosity gets the better of you, you can stay to
search for alternate elevator shafts to further areas of the fortress.

Good luck, B.J. The Nazis don't know that we know about their secret training operation, and we'd like you to keep it that way
until they're all lying dead.

EPISODE TWO: Lethal Infestation

In this episode, you are sent to investigate one of the Nazi's primary troop lodging bunkers. Your primary mission goal is not
to destroy all the Nazis there; that's only your secondary objective. Your primary objective is to discover what kind of evil
creatures have been dismembering the guards stationed there. The Allies have overheard Nazi reports that some kind of
uncontrollable infestation is taking place at Castle Eisenschwert, set high atop a German mountain. The strangest of the
intercepted reports center around suspicion that a Nazi doctor named Schabbs has turned traitorous and is somehow behind this
whole mess. We have no further information on that subject.

To prepare you for your mission, we have arranged this briefing for you. There is an underground sewer that will allow you to
enter the castle's cellars unnoticed by the guards patrolling the area. The first level will take place in the sewer system,
and the second and third levels you will have to work your way through are the basement floors of the castle. From there,
you'll have to cover the miscellaneous barracks, cafeteria, storage areas, and other floors that make up the ancient castle.
We currently have no data at all on the eighth or ninth floors, except to say that the ninth floor is most likely not used;
it is a small floor that was added onto the top of the castle after its completion. As soon as you secure the castle and stop
the infestation, get out of there as fast as you can and head home.

Once again, your main mission goal is to find out who or what is killing off the Nazi guards on station in this castle. Not that
we want to help the Nazis; we want to eliminate the possibility of them harnessing the destructive forces you'll be seeking and
using them against the Allies. Good luck, B.J.!

EPISODE THREE: Hitler's Hideout

As the German troops in Russia are pushed further and further back and the Allies make one strategic strike after another, it has
finally become clear to Adolf Hitler that the Third Reich has but a little time left. Unable to accept failure, Hitler, driven
insane, retreats to the lower levels of his underground bunker in Berlin, surrounding himself with hundreds of Nazi soldiers.
From there he continues to use increasingly desperate tactics to wage the second World War.

Only recently, the Allies intercepted coded information as to the whereabouts of Hitler's titanic bunker. Having cracked the code,
we've decided to send in one man to attempt what even Hitler's own generals could not do: eliminate the Führer. Captain Blazkowicz,
we've selected you from the list of our best soldiers for the job; your last few espionage missions were entirely successful, and
if anyone can complete this seemingly impossible task, we think it's you.

Hitler's bunker is quite possibly the most heavily guarded structure in the world right now. If you're going to make it in and out
of there alive, you'll have to keep your wits about you, and your firearm in hand at all times! You'll be entering the bunker from
the disguised ground-level entrance, and proceeding down through the lower levels. This is going to be a tough mission, Blazkowicz.
Fight hard out there.

THE NOCTURNAL MISSIONS: Episodes 4-6

EPISODE FOUR: Subterranean Terror

Corporal Blazkowicz, you've been called here today because we believe you're the best man for our latest espionage mission.
Intelligence reports that they have found the location of Otto Giftmacher's headquarters. Otto is the designer of the Nazis'
new chemical warfare unit. He and his "creations" pose a large threat to the rest of the outside world. It's imperitave that
you infiltrate his headquarters and take him out before he can put his diabolical weapons into action.

However, Giftmacher isn't the only one behind the chemical warfare unit. There are two other Nazis who are crucial to the
implementation of these latest plans: Gretel Grosse and General Fettgesicht. Once you eliminate Otto Giftmacher, look around
and see if you can discover where his other two cohorts are basing their operations. Get back to us with the details. Good luck!

EPISODE FIVE: Bite the Bullet

Having discovered the whereabouts of Gretel Grosse, overseer of the plant that manufactures the bomb casings for Giftmacher's
chemical weapons, you (B.J. Blazkowicz) head for the office complex adjacent to the plant, where Gretel has her main base of
operations. If you can take her out and bring the manufacture of the weapon casings to a grinding halt, the Allies will be but
one step away from putting down the Nazis' chemical weapons plot — and that step is the elimination of the supreme commander,
General Fettgesicht!

EPISODE SIX: The Command Bunker

With Gretel Grosse dead, the General realizes his plans are all but foiled. Outfitting his impregnable command bunker with a
heavy-duty assortment of crack troops and Himmler's SS, the General plans to prepare the prototype chemical weapons he keeps
in his bunker and launch them against Allied Forces. It is imperative that you, B.J., get in there and liquidate the madman
before he wreaks one helluva messy brand of havoc on the population of earth.

This will be your most difficult mission to date, Blazkowicz. You'll be facing more than a thousand Nazi troops, all fighting for
their beliefs in your very face! If you can survive the insane amounts of guard in the bunker, you still have to take on General
Fettgesicht, who has armed himself with a chaingun and a Rocket Propelled Grenade launcher especially for your visit! Grit your
teeth and slam that pistol clip home — your in for the fight of your life!

Your Enemies

If you are familiar with Wolfenstein 3D, you'll have no problem recognizing most of the opposition. However, two of the enemies
have been substantially changed in graphic appearance. They are the SS soldiers and boss Otto Giftmacher. The SS soldiers now
wear the traditional black uniforms with eagle-and-swastika caps. Old Otto, meanwhile, has been promoted to the position of
SS-Obergruppenführer; he's wearing a cyan-colored uniform which has been adorned with many decorations. He's still packing a
missile launcher, so steer clear of him!

Your Weapons: An Inside Look

Weapon #2: Walther Pistole 38 (P38)
The replacement for the P08 (Luger) handgun was the Pistole 38, or P38, manufactured by Walther. This was a more rugged
hand-gun and at 2.1lb heavier than the P08. It also had an eight-round box magazine and fired its 9mm parabellum ammunition
with a muzzle velocity comparable to that of the P08. It was a sturdy and highly popular weapon.

Weapon #3: MP40 Submachine Gun (SMG)
The MP40 was an improved version of the MP38, which utilized cheaper manufacturing methods. Like the MP38, it was a 9mm
calibre submachine gun with a 32-round box magazine feeding from underneath the weapon. It weighed 8.75lb and had a cyclic
rate of fire of around 500rpm. Although a few early models did have a wooden stock, the vast majority featured a collapsible
metal stock.

Weapon #4: MG34 GPMG
This versatile, belt-fed 7.92mm machine gun weighed just over 26.5lb and fired at a rate of 900rpm, with a muzzle velocity
of 726mps (2500fps). Generally fitted with a bipod, it could also be mounted on a heavy tripod for the sustained fire role,
and an anti-aircraft mount was also available. Like most weapons dating from pre-war days, it was exceptionally well made,
albeit rather expensive to produce.

Credits & Thanks To:

Bill Kirby for creating the original level editor program, MapEdit, and also to David Huntoon, Bryan Baker, Warren Buss,
and Matt Gruson for all their work over the years on this fine program to make it what it is today.

All those who played my first 60-level creation, The Renovation, and sent me your comments. I appreciate it!

Pär Sundbäck for all his help during my quest to compile the Wolfenstein source code. Pär sent me his .OBJ files, game
resources and the other files I ended up needing to get the code working. Thanks a million Pär!

Gary Ragland for his help, and his awesome add-on, Schabbs 2000, which inspired me to drag the Wolfenstein source code
out of the closet and try to compile it one last time — with success at last!

Krijn van den Helm for helping me try to figure out this source code stuff, and for the cool Wolfenstein utilities he is
working on. Thanks to him, someday in the future we might even be able to change the graphics stored in VGAGRAPH.WL6!

Special thanks to Apogee Software and id Software, without whom we would never have seen Wolfenstein 3-D, or possibly the
rest of the 3D action games which are so popular today.

Equipment List

Game levels were created using MapEdit versions 8.0 through 8.4.

New graphics were created using Paint Shop Pro 3.0 and 4.12, and inserted using WolfEdit 2.1. New voices are homemade
creations (by yours truly), and all sounds were edited using Cool Edit 1.34a and Wave Studio 2.0, and inserted using
WolfSnd1.0.

Other Wolfenstein Stuff by B.J. Rowan

The Renovation

These were the first 60 Wolfenstein episodes I ever designed, dating back to January of 1994. They were part of a compilation
known as Wolfmaster. This compilation, which was organized by Carlton Griffin, was a package containing well over 800 additional
levels for Wolfenstein 3-D. It was sold by Apogee Software, along with other utilities, as the "Wolfenstein Super Upgrades Pack".
Game C of Wolfmaster is The Renovation, containing 60 all new levels by this author. Nowadays they are also available on
my website, as more of my contribution to history than anything else, since they really aren't that great by my current standards.
Still, I got a lot of great comments about them back in the day!

Coming Soon: Project Totengraeber

Want more Wolfenstein? B.J. is at it again, in over 45 more pulse-pounding Wolfenstein levels, this time with brand new EXE file
and a standalone game installation, totally independent of the original game files. Project Totengraeber is part of a whole new
breed of Wolfenstein add-ons, featuring continuous level flow, two additional keys, changed music and ceiling colors, new graphics
and sound effects, and five secret levels hidden somewhere for you to find — no longer hard-coded onto particular floors! And as
always, designer Brian Rowan realizes that a great engine does not a great game make — and so Project Totengraeber's new executable
is backed up by the same kind of professionally-designed levels as his last set — each intensely atmospheric and immersive For you
absolute Wolf addicts, this third map set by "B.J. Rowan" is his greatest Wolf design accomplishment yet. Includes new wall tiles!
A "preview" version of this mapset, including the first few levels of episodes 1 and 2, is available on my website.